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Am 4/6/2021 um 23:29 schrieb Norbert Kern:
> I love this amber material!
> It works perfectly for me (never seen amber in my life beside Jurassic Park).
> And you only used HRDI lighting (I assume), which makes it more impressive.
>
> I would love to see the material code for my materials project...
>
>
Thanks, Norbert.
here you go...
It needs /very/ high quality aa/focal blur settings to make the
micro-normals for slighly blurred reflections/refractions work. Also 1
POV-Ray unit needs to equals 1 cm.
Use and modify it freely.
===================================================================
// ********************
// Amber
// ********************
// micro-normals for the surface
#declare P_Micro0 = pigment {
bumps
color_map {
[0.0 rgb 0.95]
[1.0 rgb 1.0 ]
}
scale 0.9
}
#declare P_Micro1 = pigment {
cells turbulence .5
color_map {
[0.0 rgb 0.88]
[1.0 rgb 1.0 ]
}
scale 0.01
}
#declare P_Micro2 = pigment{
crackle turbulence 1
color_map{
[0.000 rgb 0.72]
[0.005 rgb 0.72]
[0.012 rgb 1.0 ]
[1.000 rgb 1.0 ]
}
scale 5
}
// combine the normals
#declare P_Surface = pigment{
average turbulence 0
pigment_map {
[1.0 P_Micro0]
[0.1 P_Micro1]
[0.1 P_Micro1 rotate 45*x]
[0.1 P_Micro1 rotate -45*x]
[0.1 P_Micro1 rotate 90*z]
[0.1 P_Micro1 rotate 45*y]
[0.1 P_Micro1 rotate -45*y]
[1.0 P_Micro2]
[0.7 P_Micro2 rotate 45]
}
scale 0.1
}
// Amber surface normal
#declare N_Surface = normal{pigment_pattern{P_Surface} 0.4}
// Amber Material
#declare M_Amber = material {
texture {
pigment {rgbf <0.90, 0.79, 0.40, 0.89> }
finish {
ambient 0.0
diffuse 0.09
specular 0.25
roughness 0.005
brilliance 2
reflection {0.0 1.0 fresnel on}
conserve_energy
}
normal {N_Surface}
}
interior {
ior 1.6
fade_power 1001
fade_distance 2.5
fade_color <0.90, 0.79, 0.40>
}
}
==============================================================================
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